add versions to snakes and read it in server class
This commit is contained in:
+211
-208
@@ -1,246 +1,249 @@
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from snakes.TemplateSnake import TemplateSnake
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class MasterSnake(TemplateSnake):
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def __init__(self):
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super().__init__()
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self.name = "MasterSnake"
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self.disabled_find_near_by_food = True
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VERSION = "1.2.0"
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def is_food_nearby(self, head, food_positions):
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for food in food_positions:
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if abs(head['x'] - food['x']) <= 1 and abs(head['y'] - food['y']) <= 1:
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return True
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return False
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def __init__(self):
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super().__init__()
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self.name = "MasterSnake"
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self.version = self.VERSION
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self.disabled_find_near_by_food = True
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def avoid_snake_body(self, snakes, board_width, board_height):
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# Konvertiere die Körperpositionen der Schlangen in ein Set von Tupeln für schnellen Zugriff
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body_positions = set()
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for snake in snakes:
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for part in snake['body']:
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body_positions.add((part['x'], part['y']))
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def is_food_nearby(self, head, food_positions):
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for food in food_positions:
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if abs(head['x'] - food['x']) <= 1 and abs(head['y'] - food['y']) <= 1:
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return True
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return False
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# Implementiere die Logik, um Positionen zu finden, die nicht von Schlangenkörpern belegt sind
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safe_positions = self.find_safe_positions(body_positions, board_width, board_height)
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return safe_positions
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def avoid_snake_body(self, snakes, board_width, board_height):
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# Konvertiere die Körperpositionen der Schlangen in ein Set von Tupeln für schnellen Zugriff
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body_positions = set()
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for snake in snakes:
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for part in snake['body']:
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body_positions.add((part['x'], part['y']))
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def find_safe_positions(self, body_positions, board_width, board_height):
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# Finde sichere Positionen basierend auf den Körperpositionen und der Größe des Spielbretts
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safe_positions = []
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for x in range(board_width): # Nutze die tatsächliche Breite des Spielbretts
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for y in range(board_height): # Nutze die tatsächliche Höhe des Spielbretts
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if (x, y) not in body_positions:
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safe_positions.append({'x': x, 'y': y})
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return safe_positions
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# Implementiere die Logik, um Positionen zu finden, die nicht von Schlangenkörpern belegt sind
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safe_positions = self.find_safe_positions(body_positions, board_width, board_height)
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return safe_positions
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def choose_move(self, game_data):
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board_width = game_data['board']['width']
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board_height = game_data['board']['height']
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snakes = game_data['board']['snakes']
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my_snake = game_data['you']
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my_head = my_snake['head']
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def find_safe_positions(self, body_positions, board_width, board_height):
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# Finde sichere Positionen basierend auf den Körperpositionen und der Größe des Spielbretts
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safe_positions = []
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for x in range(board_width): # Nutze die tatsächliche Breite des Spielbretts
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for y in range(board_height): # Nutze die tatsächliche Höhe des Spielbretts
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if (x, y) not in body_positions:
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safe_positions.append({'x': x, 'y': y})
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return safe_positions
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# Vermeide Schlangenkörper
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safe_positions = self.avoid_snake_body(snakes, board_width, board_height)
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def choose_move(self, game_data):
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board_width = game_data['board']['width']
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board_height = game_data['board']['height']
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snakes = game_data['board']['snakes']
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my_snake = game_data['you']
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my_head = my_snake['head']
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# Finde die nächstgelegene Nahrungsquelle, wenn Nahrung vorhanden ist
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try:
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if self.is_food_nearby(my_head, game_data['board']['food']) or self.disabled_find_near_by_food:
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path_to_food = self.find_path_to_food(game_data)
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if path_to_food:
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# Implementiere Logik, um in Richtung der Nahrungsquelle zu bewegen, falls sicher
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move = self.move_towards(my_head, path_to_food[0], safe_positions)
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self.add_to_history({"my_head": my_head, "path_to_food": path_to_food, "move": move})
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else:
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# Einfache Logik, um eine Bewegungsrichtung zu wählen, wenn keine Nahrung vorhanden ist
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move = self.find_direction(my_head, safe_positions)
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self.add_to_history({"my_head": my_head, "move": move})
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else:
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# Wenn keine Nahrung in der Nähe ist, bewege dich in eine Richtung, die dich nahe an deinem eigenen Körper hält
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move = self.find_direction(my_head, safe_positions)
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self.add_to_history({"my_head": my_head, "move": move})
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except ValueError:
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move = self.find_direction(my_head, safe_positions)
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self.add_to_history({"my_head": my_head, "move": move})
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# Vermeide Schlangenkörper
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safe_positions = self.avoid_snake_body(snakes, board_width, board_height)
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# Finde den größten sicheren Bereich
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max_area_start, max_area = self.flood_fill(my_head, safe_positions)
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# Wenn der Schwanz der Schlange im größten sicheren Bereich liegt, bewege dich in Richtung des Schwanzes
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my_tail = (my_snake['body'][-1]['x'], my_snake['body'][-1]['y']) # Convert to tuple
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if my_tail in max_area:
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move = self.move_towards(my_head, my_tail, safe_positions)
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# Überprüfe zukünftige Bewegungen, um Sackgassen zu vermeiden
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move = self.avoid_dead_ends(my_head, move, safe_positions, snakes)
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# Finde die nächstgelegene Nahrungsquelle, wenn Nahrung vorhanden ist
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try:
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if self.is_food_nearby(my_head, game_data['board']['food']) or self.disabled_find_near_by_food:
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path_to_food = self.find_path_to_food(game_data)
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if path_to_food:
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# Implementiere Logik, um in Richtung der Nahrungsquelle zu bewegen, falls sicher
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move = self.move_towards(my_head, path_to_food[0], safe_positions)
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self.add_to_history({"my_head": my_head, "path_to_food": path_to_food, "move": move})
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else:
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# Einfache Logik, um eine Bewegungsrichtung zu wählen, wenn keine Nahrung vorhanden ist
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move = self.find_direction(my_head, safe_positions)
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self.add_to_history({"my_head": my_head, "move": move})
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else:
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# Wenn keine Nahrung in der Nähe ist, bewege dich in eine Richtung, die dich nahe an deinem eigenen Körper hält
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move = self.find_direction(my_head, safe_positions)
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self.add_to_history({"my_head": my_head, "move": move})
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except ValueError:
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move = self.find_direction(my_head, safe_positions)
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self.add_to_history({"my_head": my_head, "move": move})
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return move
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# Finde den größten sicheren Bereich
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max_area_start, max_area = self.flood_fill(my_head, safe_positions)
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# Wenn der Schwanz der Schlange im größten sicheren Bereich liegt, bewege dich in Richtung des Schwanzes
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my_tail = (my_snake['body'][-1]['x'], my_snake['body'][-1]['y']) # Convert to tuple
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if my_tail in max_area:
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move = self.move_towards(my_head, my_tail, safe_positions)
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def move_towards(self, head, target, safe_positions):
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directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
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best_direction = None
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min_distance = float('inf')
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min_distance_to_body = float('inf')
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body_positions = set((pos['x'], pos['y']) for pos in safe_positions[:-1]) # Exclude the head from body positions
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# Überprüfe zukünftige Bewegungen, um Sackgassen zu vermeiden
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move = self.avoid_dead_ends(my_head, move, safe_positions, snakes)
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self.add_to_history({"my_head": my_head, "move": move})
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for direction, (dx, dy) in directions.items():
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next_position = {'x': head['x'] + dx, 'y': head['y'] + dy}
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if next_position in safe_positions:
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distance = abs(target[0] - next_position['x']) + abs(target[1] - next_position['y'])
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distance_to_body = sum(abs(part[0] - next_position['x']) + abs(part[1] - next_position['y']) for part in body_positions)
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if distance < min_distance or (distance == min_distance and distance_to_body < min_distance_to_body):
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best_direction = direction
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min_distance = distance
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min_distance_to_body = distance_to_body
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return move
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return best_direction if best_direction else "up" # Default to moving up if no safe direction found
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def move_towards(self, head, target, safe_positions):
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directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
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best_direction = None
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min_distance = float('inf')
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min_distance_to_body = float('inf')
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body_positions = set((pos['x'], pos['y']) for pos in safe_positions[:-1]) # Exclude the head from body positions
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def find_path_to_food(self, game_data):
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my_head = game_data['you']['head']
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food_positions = game_data['board']['food']
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snakes = game_data['board']['snakes']
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board_width = game_data['board']['width']
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board_height = game_data['board']['height']
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# Exclude own snake's body from obstacles
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own_snake_body = game_data['you']['body']
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obstacles = set((part['x'], part['y']) for part in own_snake_body)
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for snake in snakes:
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if snake['id'] != game_data['you']['id']:
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for part in snake['body']:
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obstacles.add((part['x'], part['y']))
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# Choose the closest food source based on the heuristic
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closest_food = min(food_positions, key=lambda food: abs(food['x'] - my_head['x']) + abs(food['y'] - my_head['y']))
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# Use A* to search for a safe path
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path = self.a_star_search(my_head, closest_food, obstacles, board_width, board_height)
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return path
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for direction, (dx, dy) in directions.items():
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next_position = {'x': head['x'] + dx, 'y': head['y'] + dy}
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if next_position in safe_positions:
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distance = abs(target[0] - next_position['x']) + abs(target[1] - next_position['y'])
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distance_to_body = sum(abs(part[0] - next_position['x']) + abs(part[1] - next_position['y']) for part in body_positions)
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if distance < min_distance or (distance == min_distance and distance_to_body < min_distance_to_body):
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best_direction = direction
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min_distance = distance
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min_distance_to_body = distance_to_body
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def a_star_search(self, start, goal, obstacles, board_width, board_height):
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# Convert snake positions into a set of obstacles
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# Helper functions
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def is_position_safe(position):
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x, y = position
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return 0 <= x < board_width and 0 <= y < board_height and position not in obstacles
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return best_direction if best_direction else "up" # Default to moving up if no safe direction found
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def get_neighbors(position):
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x, y = position
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return [(nx, ny) for nx, ny in [(x-1, y), (x+1, y), (x, y-1), (x, y+1)] if is_position_safe((nx, ny))]
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def find_path_to_food(self, game_data):
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my_head = game_data['you']['head']
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food_positions = game_data['board']['food']
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snakes = game_data['board']['snakes']
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board_width = game_data['board']['width']
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board_height = game_data['board']['height']
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# Exclude own snake's body from obstacles
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own_snake_body = game_data['you']['body']
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obstacles = set((part['x'], part['y']) for part in own_snake_body)
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for snake in snakes:
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if snake['id'] != game_data['you']['id']:
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for part in snake['body']:
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obstacles.add((part['x'], part['y']))
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# Choose the closest food source based on the heuristic
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closest_food = min(food_positions, key=lambda food: abs(food['x'] - my_head['x']) + abs(food['y'] - my_head['y']))
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# Use A* to search for a safe path
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path = self.a_star_search(my_head, closest_food, obstacles, board_width, board_height)
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return path
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def heuristic(position, goal):
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return abs(position[0] - goal[0]) + abs(position[1] - goal[1])
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def a_star_search(self, start, goal, obstacles, board_width, board_height):
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# Convert snake positions into a set of obstacles
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# Helper functions
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def is_position_safe(position):
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x, y = position
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return 0 <= x < board_width and 0 <= y < board_height and position not in obstacles
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# Initialize start and goal positions
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start = (start['x'], start['y'])
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goal = (goal['x'], goal['y'])
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def get_neighbors(position):
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x, y = position
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return [(nx, ny) for nx, ny in [(x-1, y), (x+1, y), (x, y-1), (x, y+1)] if is_position_safe((nx, ny))]
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# Initialize the open and closed list
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open_set = set([start])
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came_from = {}
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g_score = {start: 0}
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f_score = {start: heuristic(start, goal)}
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def heuristic(position, goal):
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return abs(position[0] - goal[0]) + abs(position[1] - goal[1])
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while open_set:
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current = min(open_set, key=lambda pos: f_score.get(pos, float('inf')))
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if current == goal:
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# Reconstruct the path
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path = []
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while current in came_from:
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path.append(current)
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current = came_from[current]
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path.reverse()
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return path # Return the path as a list of tuples
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# Initialize start and goal positions
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start = (start['x'], start['y'])
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goal = (goal['x'], goal['y'])
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open_set.remove(current)
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for neighbor in get_neighbors(current):
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tentative_g_score = g_score[current] + 1 # Distance between neighbors is always 1
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if tentative_g_score < g_score.get(neighbor, float('inf')):
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came_from[neighbor] = current
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g_score[neighbor] = tentative_g_score
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f_score[neighbor] = g_score[neighbor] + heuristic(neighbor, goal)
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if neighbor not in open_set:
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open_set.add(neighbor)
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# Initialize the open and closed list
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open_set = set([start])
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came_from = {}
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g_score = {start: 0}
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f_score = {start: heuristic(start, goal)}
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return None # Kein Pfad gefunden
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while open_set:
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current = min(open_set, key=lambda pos: f_score.get(pos, float('inf')))
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if current == goal:
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# Reconstruct the path
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path = []
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while current in came_from:
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path.append(current)
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current = came_from[current]
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path.reverse()
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return path # Return the path as a list of tuples
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def find_direction(self, head, safe_positions):
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# Beispielhafte Logik zur Auswahl einer Bewegungsrichtung
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directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
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for direction, (dx, dy) in directions.items():
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next_position = {'x': head['x'] + dx, 'y': head['y'] + dy}
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if next_position in safe_positions:
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return direction
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return "up" # Standardbewegung, falls keine sichere Position gefunden wird
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open_set.remove(current)
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for neighbor in get_neighbors(current):
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tentative_g_score = g_score[current] + 1 # Distance between neighbors is always 1
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if tentative_g_score < g_score.get(neighbor, float('inf')):
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came_from[neighbor] = current
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g_score[neighbor] = tentative_g_score
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f_score[neighbor] = g_score[neighbor] + heuristic(neighbor, goal)
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if neighbor not in open_set:
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open_set.add(neighbor)
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def avoid_self_collision(self, future_head, body_positions):
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# Überprüft, ob die zukünftige Kopfposition im Körper der Schlange liegt
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return (future_head['x'], future_head['y']) not in body_positions
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return None # Kein Pfad gefunden
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def avoid_dead_ends(self, head, move, safe_positions, snakes):
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directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
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dx, dy = directions[move]
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future_head = {'x': head['x'] + dx, 'y': head['y'] + dy}
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body_positions = set((part['x'], part['y']) for part in snakes[0]['body'])
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def find_direction(self, head, safe_positions):
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# Beispielhafte Logik zur Auswahl einer Bewegungsrichtung
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directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
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for direction, (dx, dy) in directions.items():
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next_position = {'x': head['x'] + dx, 'y': head['y'] + dy}
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if next_position in safe_positions:
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return direction
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return "up" # Standardbewegung, falls keine sichere Position gefunden wird
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if not self.is_future_move_safe(future_head, safe_positions, snakes) or not self.avoid_self_collision(future_head, body_positions):
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for alternative_move in directions.keys():
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dx, dy = directions[alternative_move]
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alternative_future_head = {'x': head['x'] + dx, 'y': head['y'] + dy}
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if self.is_future_move_safe(alternative_future_head, safe_positions, snakes) and self.avoid_self_collision(alternative_future_head, body_positions):
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return alternative_move
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return move
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def avoid_self_collision(self, future_head, body_positions):
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# Überprüft, ob die zukünftige Kopfposition im Körper der Schlange liegt
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return (future_head['x'], future_head['y']) not in body_positions
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def simulate_snake_movement(self, snakes):
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future_body_positions = set()
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for snake in snakes:
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# Beachte, dass dies nur ein Beispiel ist und angepasst werden muss, um deine spezifische Spiellogik zu berücksichtigen
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for part in snake['body'][:-1]: # Ignoriere den letzten Teil des Körpers, da er sich bewegt
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future_body_positions.add((part['x'], part['y']))
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return future_body_positions
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def avoid_dead_ends(self, head, move, safe_positions, snakes):
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directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
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dx, dy = directions[move]
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future_head = {'x': head['x'] + dx, 'y': head['y'] + dy}
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body_positions = set((part['x'], part['y']) for part in snakes[0]['body'])
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def is_future_move_safe(self, future_head, safe_positions, snakes):
|
||||
# Simuliere die Bewegung der Schlange und aktualisiere die Positionen des eigenen Körpers
|
||||
future_body_positions = self.simulate_snake_movement(snakes)
|
||||
# Konvertiere safe_positions in ein Set von Tupeln für den Flood Fill Algorithmus
|
||||
safe_positions_set = set((pos['x'], pos['y']) for pos in safe_positions)
|
||||
# Entferne die zukünftigen Körperpositionen aus den sicheren Positionen
|
||||
safe_positions_set = safe_positions_set - future_body_positions
|
||||
# Füge die zukünftige Kopfposition hinzu, um sie als Startpunkt zu verwenden
|
||||
safe_positions_set.add((future_head['x'], future_head['y']))
|
||||
# Berechne die Anzahl der erreichbaren sicheren Positionen von der zukünftigen Kopfposition aus
|
||||
reachable_positions = self.flood_fill((future_head['x'], future_head['y']), safe_positions_set)
|
||||
# Entscheide, ob die Bewegung sicher ist, basierend auf der Anzahl der erreichbaren Positionen
|
||||
if not self.is_future_move_safe(future_head, safe_positions, snakes) or not self.avoid_self_collision(future_head, body_positions):
|
||||
for alternative_move in directions.keys():
|
||||
dx, dy = directions[alternative_move]
|
||||
alternative_future_head = {'x': head['x'] + dx, 'y': head['y'] + dy}
|
||||
if self.is_future_move_safe(alternative_future_head, safe_positions, snakes) and self.avoid_self_collision(alternative_future_head, body_positions):
|
||||
return alternative_move
|
||||
return move
|
||||
|
||||
fill_bool = len(reachable_positions) > len(safe_positions_set) * 0.25
|
||||
if fill_bool:
|
||||
return fill_bool
|
||||
def simulate_snake_movement(self, snakes):
|
||||
future_body_positions = set()
|
||||
for snake in snakes:
|
||||
# Beachte, dass dies nur ein Beispiel ist und angepasst werden muss, um deine spezifische Spiellogik zu berücksichtigen
|
||||
for part in snake['body'][:-1]: # Ignoriere den letzten Teil des Körpers, da er sich bewegt
|
||||
future_body_positions.add((part['x'], part['y']))
|
||||
return future_body_positions
|
||||
|
||||
return len(safe_positions_set) >= len(snakes[0]['body'])
|
||||
def is_future_move_safe(self, future_head, safe_positions, snakes):
|
||||
# Simuliere die Bewegung der Schlange und aktualisiere die Positionen des eigenen Körpers
|
||||
future_body_positions = self.simulate_snake_movement(snakes)
|
||||
# Konvertiere safe_positions in ein Set von Tupeln für den Flood Fill Algorithmus
|
||||
safe_positions_set = set((pos['x'], pos['y']) for pos in safe_positions)
|
||||
# Entferne die zukünftigen Körperpositionen aus den sicheren Positionen
|
||||
safe_positions_set = safe_positions_set - future_body_positions
|
||||
# Füge die zukünftige Kopfposition hinzu, um sie als Startpunkt zu verwenden
|
||||
safe_positions_set.add((future_head['x'], future_head['y']))
|
||||
# Berechne die Anzahl der erreichbaren sicheren Positionen von der zukünftigen Kopfposition aus
|
||||
reachable_positions = self.flood_fill((future_head['x'], future_head['y']), safe_positions_set)
|
||||
# Entscheide, ob die Bewegung sicher ist, basierend auf der Anzahl der erreichbaren Positionen
|
||||
|
||||
def flood_fill(self, start, safe_positions):
|
||||
stack = [start]
|
||||
visited = set()
|
||||
max_area = 0
|
||||
max_area_start = None
|
||||
fill_bool = len(reachable_positions) > len(safe_positions_set) * 0.25
|
||||
if fill_bool:
|
||||
return fill_bool
|
||||
|
||||
while stack:
|
||||
position = stack.pop()
|
||||
if isinstance(position, dict):
|
||||
position = tuple(position.values())
|
||||
else:
|
||||
position = tuple(position)
|
||||
return len(safe_positions_set) >= len(snakes[0]['body'])
|
||||
|
||||
if position not in visited:
|
||||
visited.add(position)
|
||||
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]: # links, rechts, oben, unten
|
||||
next_position = tuple([position[0] + dx, position[1] + dy])
|
||||
if next_position in safe_positions:
|
||||
stack.append(next_position)
|
||||
def flood_fill(self, start, safe_positions):
|
||||
stack = [start]
|
||||
visited = set()
|
||||
max_area = 0
|
||||
max_area_start = None
|
||||
|
||||
# Überprüfe, ob der aktuelle Bereich größer ist als der bisher größte Bereich
|
||||
if len(visited) > max_area:
|
||||
max_area = len(visited)
|
||||
max_area_start = position
|
||||
while stack:
|
||||
position = stack.pop()
|
||||
if isinstance(position, dict):
|
||||
position = tuple(position.values())
|
||||
else:
|
||||
position = tuple(position)
|
||||
|
||||
return max_area_start, visited
|
||||
if position not in visited:
|
||||
visited.add(position)
|
||||
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]: # links, rechts, oben, unten
|
||||
next_position = tuple([position[0] + dx, position[1] + dy])
|
||||
if next_position in safe_positions:
|
||||
stack.append(next_position)
|
||||
|
||||
# Überprüfe, ob der aktuelle Bereich größer ist als der bisher größte Bereich
|
||||
if len(visited) > max_area:
|
||||
max_area = len(visited)
|
||||
max_area_start = position
|
||||
|
||||
return max_area_start, visited
|
||||
|
||||
Reference in New Issue
Block a user